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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
321

The Impact of User-Generated Interfaces on the Participation of Users with a Disability in Virtual Environments: Blizzard Entertainment's World of Warcraft Model

Merritt, Donald 01 January 2015 (has links)
When discussing games and the experience of gamers those with disabilities are often overlooked. This has left a gap in our understanding of the experience of players with disabilities in virtual game worlds. However there are examples of players with disabilities being very successful in the virtual world video game World of Warcraft, suggesting that there is an opportunity to study the game for usability insight in creating other virtual world environments. This study surveyed World of Warcraft players with disabilities online for insight into how they used interface addons to manage their experience and identity performance in the game. A rubric was also created to study a selection of addons for evidence of the principles of Universal Design for Learning (UDL). The study found that World of Warcraft players with disabilities do not use addons more than able-bodied players, but some of the most popular addons do exhibit many or most of the principles of UDL. UDL principles appear to have emerged organically from addon iterations over time. The study concludes by suggesting that the same approach to user-generated content for the game interface taken by the creators of World of Warcraft, as well as high user investment in the environment, can lead to more accessible virtual world learning environments in the future.
322

Recreational Technology And Its Impact On The Learning Development Of Children Ages 4-8: A Meta-analysis For The 21st Century Cl

Templeton, Joey 01 January 2007 (has links)
This research focuses on technology (specifically video games and interactive software games) and their effects on the cognitive development of children ages 4-8. The research will be conducted as a meta-analysis combining research and theory in order to determine if the educational approach to this age group needs to change/adapt to learners who have been affected by this technology. I will focus upon both the physical and mental aspects of their development and present a comprehensive review of current educational theory and practice. By examining current curriculum goals and cross-referencing them to research conducted in fields other than education (i.e. technology, child development, media literacy, etc.) I hope to demonstrate a need for change; and, at the end of my research, be able to make recommendations for curriculum adaptations that will work within the current educational structure. These recommendations will be made with respect to budget and time constraints.
323

En färgglad studie om spelarbeteenden

André, Andreas January 2014 (has links)
This is the result of a 10 week long study about if player behaviors and choices are affectedby the surrounding colors in their environment. A number of players are asked to movethrough a virtual environment, while being clocked, where they have to make left and rightdecisions based on different colors (red, green, blue and gray). While most choices consist oftwo different colors, some use the same color. The result shows that the players most likelyprefer one color over another, and that they most likely prefer a non-neutral color over aneutral color. With these results and the interviews that are conducted the conclusion is madethat it is very likely the players choices are affected by the colors in the environment, but it isnot clear to say how they are affected. / Det här är resultatet av en 10 veckor lång studie om spelares beteenden och om deras valpåverkas av färgerna i deras omgivning. Ett antal personer är tillfrågade att röra sig genom envirtuell miljö, på tid, där de gör höger- och vänsterval baserat på olika färger (röd, grön, blåoch grå). Medan de flesta av valen består av två olika färger så använder några samma färger.Resultatet visar att personerna troligen föredrar en färg framför en annan och att de troligtvisföredrar en icke-neutral färg framför en neutral färg. Med dessa resultat och de intervjuer somgjordes så blir slutsatsen att det är stor sannolikhet att personerna påverkas av färgerna i derasomgivning, men det är svårt att säga exakt hur de påverkas.
324

A virtual pet game to raise carbon literacy in China / Ett virtuellt husdjursspel för att höja kolkunskapen i Kina

Li, Chenhao January 2022 (has links)
After the Paris Agreement, the people of the world have a more clear understanding of the goals to combat climate change and reduce carbon emissions. Previous studies have shown that improving people's carbon literacy could play a role in achieving ambitious climate emission targets. Being the country with the largest carbon emission and the largest population, more efforts should be made to increase environmental awareness and promote carbon literacy among Chinese people. This study investigates the features of such a game intended to raise awareness on carbon emissions in China. The study involves the design and development of the game and the insights learnt from the process. The goal of this project is to design and develop a mobile game. In this game, the player interacts with a virtual pet penguin. During the interaction, emotional attachment could be developed. This study investigates the features of such a game that can raise awareness on carbon emissions in China. This game aims to promote carbon literacy among Chinese young adults, focusing on eating habits, garbage classification and carbon emissions due to traditions. According to the evaluation of this game, it is possible for such a virtual pet game to raise carbon literacy in China. / Efter Parisavtalet har världens människor en tydligare förståelse för målen för att bekämpa klimatförändringarna och minska koldioxidutsläppen. Tidigare studier har visat att en förbättring av människors koldioxidkunnighet kan spela en roll för att uppnå ambitiösa klimatmål. Eftersom det är det land som har de största koldioxidutsläppen och den största befolkningen, bör fler ansträngningar göras för att öka miljömedvetenheten och främja koldioxidkunnighet bland kineser. Denna studie undersöker egenskaperna hos ett sådant spel som syftar till att öka medvetenheten om koldioxidutsläpp i Kina. Studien involverar design och utveckling av spelet och de insikter man lärt sig från processen. Målet med detta projekt är att designa och utveckla ett mobilspel. I det här spelet interagerar spelaren med en virtuell husdjurspingvin. Under interaktionen kunde känslomässig anknytning utvecklas. Denna studie undersöker egenskaperna hos ett sådant spel som kan öka medvetenheten om koldioxidutsläpp i Kina. Det här spelet syftar till att främja kolkunskap bland kinesiska unga vuxna, med fokus på matvanor, klassificering av skräp och koldioxidutsläpp på grund av traditioner. Enligt utvärderingen av detta spel är det möjligt för ett sådant virtuellt husdjursspel att höja koldioxid kunnigheten i Kina.
325

Making Mori: Emotional Depth and the Art of Video Games

Gartland, Connor 22 May 2014 (has links)
No description available.
326

Kinect™ Based Biology Education System

Chaumpanich, Kritsakorn 27 May 2015 (has links)
No description available.
327

Juiciness: Exploring and designing around experience of feedback in video games

Atanasov, Simeon January 2013 (has links)
This project aims to explore the effects of feedback over experience invideo games. It acts as a part of a discussion around the concept of “Juiciness”, byattempting to define it both in theory and practice. The text describes a positionon “Juiciness” in relation to experience design and “Experiential qualities”, anddiscusses the role of aesthetics in the context of feedback. The practical aspect ofthe project is aimed towards finding where “Juiciness” can enrich a designprocess and this is done through the design, development and analysis of a videogame prototype. The project also takes a critical standpoint towards “Juiciness”,in order to question and expand on the current definitions of the concept.
328

Game Design Patterns for Designing Stealth Computer Games

Hu, Mengchen January 2014 (has links)
Design patterns are widely used in game design, especially in action games. Design patterns can be seen as a group of concluded gameplay. A stealth game is a video game genre that rewards the player for using stealth (conceal avatar of player in order to avoid enemies) to overcome antagonists. In some cases there is a conflict between difficulty and game experience in stealth game. In order to solve this problem, we researched design patterns in stealth games. We observed a set of stealth game design patterns from three different stealth games. The collection used a different template of game design pattern.Then we created a questionnaire to collect opinions from designers that have experience in stealth game area. Based on such data, we designed and created a prototype of application. Unlike other websites or books, the application shown game design pattern for a single type of game(stealth game). From the application designers can check stealth game design patterns based on design document. The application can introduce stealth game design patterns to designers, and show how to use them in stealth game design.
329

Pet! That! Thing! : En experimentell titt på lugn inom spel.

Brändén, Alexander, Wallard, Hanna January 2022 (has links)
Vi har arbetat med lugn inom spel. Vår prototyp är en gameslice där du är en person som villklappa saker och du har en gummiarm som kan resa hur långt du som spelare vill, den kanäven böja sig överallt på skärmen. Målet med spelet är att klappa saker med din gummiarmoch du behöver inte bry dig om saker runt dig då du bara har ett mål vilket är att klappa saker. Syftet med vårt spel är att skapa ett spel som undviker stress genom att inte använda sig avklassiska element som kan uppfattas stressande. Anledningen till att vi valt att undersöka lugninom spel är för att vi vill bredda förståelsen hur vi kan se på spel och hur spel kan användas. Vi har i den här undersökningen fokuserat på det visuella delarna av spelet, då det är en av deviktigaste delarna för att designa med lugn i åtanken. Vi har även jobbat för att se till attspelet ger dig som spelare frihet att spela spelet hur du vill. Ett annat mål med undersökningen har varit att låta spelaren hitta lugn genom att användadetta spel som en distraktion från omvärlden. Spelet visade sig lyckas i den aspekten att personer som spelade hade roligt när de speladespelet. Enligt de personer som testade vårt spel och gav oss verbal feedback som visade sigvara för att spelet gav spelare sådan frihet. / We have worked with calm within games. Our prototype is a gameslice where you play as aperson who wants to pet different things and you have a gummy arm that can get how long asyou want and it can bend everywhere on screen.  The goal of the game is to pet things withyour gummy arm and not really care about anything around you when you only have the goalof petting something. The purpose of the game is to create a game that avoids stress through using classicmechanics that are usually regarded as stressful. The reason we chose to research calm withingames is that we want to widen the view on games and how they can be used. We havefocused on the visual parts of the game making process since that is one of the moreimportant parts of designing with calm in mind. We have also worked to make sure that youcan play the game in whatever way you want. Another goal with this research has been to let the player find calm through the distractionthat our game provides from the rest of the world. The game seems to have been successful in the way that players had fun while playing, andaccording to verbal feedback the main reason was the freedom the game provided the players.
330

Manipulativ speldesign : En jämförelse av dark patterns förekomst på olika spelplattformar / Manipulative game design : A comparison of the occurrence of dark patterns on different gaming platforms

Jonsson, Josefin January 2022 (has links)
Online gaming is today a popular everyday activity among both young people and adults. This has led to several new design methods such as dark game design patterns which aim to manipulate the user to act in a certain way that may not necessarily be in their best interest, with features that can be destructive to the user.  The purpose of this study is therefore to examine the presence of dark patterns on two popular gaming platforms – a free to play mobile game and a slot game at a popular online casino – to then investigate what the implementation of these patterns means for the given context. This was considered important to study to identify if the implementation of dark patterns is used differently depending on the gaming platform’s target group, especially as several studies show that it is mainly children and teenagers who play mobile games that are free to play, while slot games are aimed towards adults. The conclusion of this study has shown that the amount of identified dark patterns primarily depends on the game’s construction rather than it’s target group, but also that dark game design patterns are implemented to encourages the user to actively play online games, which in the long run should make the user want to support the gaming companies monetarily.

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